precision mediump float;

uniform sampler2D u_input_texture;

varying vec2 v_uv;


void main()
{
	vec4 Cobj = texture2D(u_input_texture, v_uv);
	float gray_val = 0.3 * Cobj.r + 0.59 * Cobj.g + 0.11 * Cobj.b;
	gl_FragColor = vec4( vec3(gray_val), 1.0);
}
